733a84f7a4
When compressed vertex positions are used in a blend shapes mesh, we need to make sure we set the w-component of the position vector to 1.0 When octahedral compression is used on normals/tangents, they need to be converted to cartesian floats to be used for blend shapes This conversion also changes the number of components of that vertex attribute, which caused issues because previously there was an assumption that you had the same number of components in the blend shape buffer as you did in the original mesh's buffer (which is not true for oct norm/tang) |
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shaders | ||
rasterizer_canvas_base_gles2.cpp | ||
rasterizer_canvas_base_gles2.h | ||
rasterizer_canvas_gles2.cpp | ||
rasterizer_canvas_gles2.h | ||
rasterizer_gles2.cpp | ||
rasterizer_gles2.h | ||
rasterizer_scene_gles2.cpp | ||
rasterizer_scene_gles2.h | ||
rasterizer_storage_gles2.cpp | ||
rasterizer_storage_gles2.h | ||
SCsub | ||
shader_compiler_gles2.cpp | ||
shader_compiler_gles2.h | ||
shader_gles2.cpp | ||
shader_gles2.h |